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Game Library

Every game on the platform runs the same way: one screen hosts the broadcast, everyone else scans a QR code and their phone becomes the remote. No downloads, no app, no logo to sit through first — just 20+ games and however many players fit on the couch.

Party

Big-group energy, renewed every week whether anyone asked for it or not: bluffing, drawing, word play, and social deduction. These are the games where the room does most of the entertaining — most of them comfortably seat eight or more players, and several stretch past ten.

Broken Homes

1–8 players · party, real-time, money, skill

Flip houses against a shift clock. Claim a listing on the photo alone — first tap owns it — then find out what's actually wrong with it. Every job you do is scored, not finished, and at the end of the round the buyers arrive with tastes. Best match sells highest.

Make the most profit across the season. Profit is what a buyer pays minus what you paid for the listing.

  1. Houses come up with an asking price and a risk badge. FIRST TAP OWNS IT — no bidding.
  2. What's actually wrong with it is hidden until you own it. The TV opens every house in front of everybody.
  3. Time is your only resource. Every job eats seconds off the one shift clock.
  4. Every job is SCORED, not finished — a 61% paint job is a real answer. Walk away early and keep what you did.
  5. Inspect to find damage nobody can see. Unfound damage costs you double at closing.
  6. One buyer per house arrives wanting ONE thing, and no two buyers want the same thing. Match it and sell high.

Code Cracker

4–8 players · party, words, teams

Two spymasters know which codenames belong to their agents. Everyone else only hears a one-word clue and a number. Find your whole team before they find theirs — and never, ever touch the assassin.

Be the first agency to uncover all of your own agents on the 5×5 board. Touch the assassin and you lose instantly.

  1. Each team has ONE spymaster, who alone sees the key on their phone.
  2. The spymaster types a one-word clue and a number — the number is how many cards it points at.
  3. Their teammates tap cards on the board. A clue of 3 buys up to 4 guesses.
  4. Hit your own agent and keep going. Hit a bystander or the enemy and your turn ends.
  5. Hit the ASSASSIN and your team loses on the spot. Red starts with 9 cards, blue with 8.

Employee of the Month

1–8 players · party, co-op, real-time

A co-op shop where the only control is the joystick. Walk over goods to stack them on your head, walk them to the counter, grab the cash, and stand on an upgrade board to spend it. Hit the money goal before the clock runs out.

Work the shop together and collect the money goal before the shift clock hits zero. Clear every level to finish the shift — three failed levels and you are all let go.

  1. There are NO buttons. The joystick is the entire game.
  2. Walk over goods to stack them above your head; walk to a station to unload them.
  3. Walk over the cash customers leave — money only counts once somebody picks it up.
  4. Stand on an upgrade board with cash in hand to fund it. Decide together which one first.
  5. Whoever hauls the most is Employee of the Month on the TV at the end of the level.

Paws, Please

1–8 players · party, puzzle, real-time

You are an adoption counselor. An applicant, a form, a pet request — stamp APPROVE or DENY. The rulebook is on the TV and it keeps changing. Fastest accurate desk wins.

Process the most applicants correctly. Score is throughput times accuracy — speed only pays if you are right.

  1. Read the applicant's form and the pet they are asking for.
  2. Check it against the DIRECTIVES on the TV. Any single violation means DENY.
  3. No violation? APPROVE. Stamp it and the next applicant steps up.
  4. The rulebook changes every 60–90 seconds — a directive slides in, an old one is revoked.
  5. Every wrong call is announced to the whole room, with the reason. Six days, each one denser than the last.

Trap Happy

1–8 players · party, platformer, sabotage

Secretly nail one trap or platform onto the course, then everybody runs it. You only score if you reach the flag AND somebody else doesn't — so the level has to stay just barely possible. Five courses, one of which nobody crosses until the room builds a way over.

Reach the flag while at least one other player fails. Finishing when everyone finishes is worth nothing — so is failing.

  1. Each round you get a tray of three pieces. Pick ONE and nail it anywhere on the course.
  2. Some pieces are floor and some are murder: planks, springs and sky trolleys hold you up; spikes, saw rails and bolt throwers do not.
  3. Four of them run on a clock, not on contact — a bolt thrower fires every two seconds, a ratchet gate is shut three seconds in four, a trolley deck slides, a crosswind shoves. Time them.
  4. The bolt thrower and the crosswind are AIMED: you pick which way they point before you nail them down. You have to come through there too.
  5. Nobody sees your choice until every placement drops onto the TV at once.
  6. Then everyone runs the course at the same time — on their own phone, so the controls are instant.
  7. The TV replays all of the runs together, as ghosts, so every wipeout lands in the same second.
  8. You score a point only if you reached the flag AND at least one other player did not.
  9. First to the target score takes it. Keep the course just barely possible.

The Word Box

1–8 players · party, words, writing

Five word games in one box. Dead Even (fill the blank so the room splits fifty-fifty), Ransom Note (answer using only words other people wrote), Out of Context (someone else supplies the context that ruins you), Pick Your Poison (rank five awful fates and match the room), and Snowball (a tiny misfortune, relayed until it isn't). Pick a mode in the menu.

Pick one of three word games in the menu and out-write the room. Nobody is ever knocked out, and the last round is worth double.

  1. DEAD EVEN: fill in the blank so exactly half the room would still take the deal. A perfect fifty-fifty scores the most — being funny is a liability.
  2. RANSOM NOTE: answer two plain questions first. Your words get shredded into a shared box, and later you may only build answers from words OTHER people wrote.
  3. OUT OF CONTEXT: write something harmless, then someone else attaches the context that makes it damning.
  4. PICK YOUR POISON: rank five awful fates worst to least bad. There is no right answer — you score by matching the room.
  5. SNOWBALL: you get a tiny misfortune and write what happens next. Then somebody else takes your chain and makes it much worse.
  6. Everybody writes at the same time — nobody waits for a turn.
  7. Everything is read out on the TV, then the room votes. The final round pays double, so anyone can still take it.
  8. Playing alone? CPU seats fill the table — Ransom Note is the mode that really works with them.

Space Walk

1–8 players

Co-op space-station escape room. Talk it out — no one has the whole picture.

Work together to finish the mission before the clock (or life support) runs out.

  1. Each phone shows a different piece — a panel, a manual page, or a readout.
  2. Solving needs you to read yours OUT LOUD and listen to the others.
  3. Some commands are for someone else's panel — shout them across the room!
  4. Clear every stage before time runs out. Watch for alarms.

Ballpark

1–10 players · party, social, deduction, numbers

A number is stuck to your forehead — everyone can see it but you. Ask the room anything, then guess. Closer is better, and guessing early is worth more.

Work out the number on your own forehead before the room spends the pot.

  1. Everyone gets a number. You can see everyone else's, never your own.
  2. You get FIVE questions a round. Tap TAKE THE FLOOR to use one — your name goes up on the TV and you ask the room out loud.
  3. One person has the floor at a time. Nobody can ask six in a row, and you can see how many everyone has left.
  4. Every question spends a slice of the pot. THINKING IS FREE — take as long as you like; only asking costs.
  5. Ask anything. "Would it be a problem if I ate this many cookies?" reads very differently at 7 than at 10,000.
  6. You get ONE guess, and locking it ends your round — after that you only answer.
  7. Closer counts: scoring is by order of magnitude, so being off by 10x costs the same whether you are at 7 or 3,000,000.
  8. On your own? CPU seats fill the table and ask their own questions — but nobody to ask is nobody to ask.

Incognito

2–8 players

You look exactly like every other penguin in the colony. Waddle like a bot, spot the other players, slap them out — without giving yourself away.

Waddle in and blend with the colony. Figure out which penguin is YOU by moving, then spot and slap the other real players. First to the target wins — and every map has its own event pushing you to keep moving.

  1. Every penguin looks identical — nudge your stick and watch who moves. That's you.
  2. Act like a bot: wander, pause, drift. Sudden dodges give you away.
  3. SLAP swings in front of you. Hitting a player takes them out — with a reveal.
  4. Slapping a bot (or air) stuns YOU in front of everyone. Choose wisely.
  5. The Colony: the crowd marches in step sometimes — miss the beat and you're slowed and staggering.
  6. The Ice Shelf: a quarter of the floe cracks and drops on a countdown — be elsewhere when it goes.
  7. The Fish Market: a catch appears and keeps hopping stalls — reach it and hold for a secret bonus point (can't win on that alone).

Pass the Doodle

3–8 players · party, creative, social, drawing

Draw it, guess it, pass it on. Pick a wacky phrase, then watch it mutate as it relays around the room — one drawing and one guess at a time.

Keep your phrase intact as it's drawn and guessed around the room.

  1. Pick a wacky phrase to start your chain.
  2. Draw the phrase you're handed.
  3. Next player guesses what your drawing shows.
  4. Keep passing — draw, guess, draw, guess.
  5. Score when guesses match and chains stay on track.

Werewolf

5–12 players

A social deduction game. Villagers hunt the werewolves. Werewolves hunt the villagers. Trust no one.

Villagers: eliminate every werewolf. Werewolves: pick off the village until you rule the night.

  1. Check your secret role — villager, werewolf, or a special power.
  2. Each night, the werewolves quietly choose a victim.
  3. By day, debate who's suspicious and vote someone out.
  4. Use special roles like the Seer and Doctor to find and shield players.
  5. Win when your team is the last one standing.

Skill & Action

The part of the broadcast with actual stunts: racing, arenas, knockouts, and kitchen mayhem. Your phone becomes a joystick, steering wheel, or motion controller for however many players are in the room, and the TV runs the action at 60 ticks per second.

Eagle Eye

1–10 players · party, speed, observation, family

Speed-spotting showdown! Your card and the TV card always share exactly ONE symbol. Find it, tap it, score — your card refreshes, the TV keeps rotating, sharpest eyes win.

Score the most matches: your card and the TV always share exactly one symbol.

  1. The TV shows a card of symbols — so does your phone.
  2. Exactly ONE symbol appears on both. Find it and tap it on your phone.
  3. Score! Your card refreshes instantly. The TV card rotates every few seconds.
  4. A wrong tap freezes your card for a moment — look before you tap.
  5. Most matches when the clock runs out wins.

Open Ice

1–8 players · action, real-time, team

Top-down disc sport. Dribble, blast, and check people off the puck.

Put the puck in their net. First to five.

  1. Touch the puck to carry it — you dribble by pushing.
  2. Tap to shoot, hold to charge a blast. You shoot where you're steering.
  3. Hold BRAKE to plant and pick your corner.
  4. With no puck, that same button is a DASH — it knocks the carrier off the puck, and you're slow for a moment after.
  5. Spikes and pits kill you. Bumpers and boost pads don't care whose side you're on.

Pest Control

1–8 players · action, real-time, co-op, arcade

The porch light is on and something is coming for it. Play DEFEND THE PORCH and everyone gets a swatter, surviving the waves together while the kills are counted one by one — or play FORMATION, where one player holds the swatter and everybody else is a bug.

Two games, one porch. DEFEND THE PORCH: everybody holds a swatter and survives the waves together, ranked on kills. FORMATION: one player defends and everybody else is a bug, and the swatter rotates every round.

  1. Both modes: left and right slide the swatter along the bottom of the TV, and FIRE swats straight up.
  2. DEFEND — anything that gets past you lands on the porch and chews through the integrity bar. At zero, the swarm wins and everybody loses.
  3. DEFEND — getting hit costs a life and puts you down for about three seconds. You always come back. The striped wasp does not kill you, it carries your swatter off; shoot the wasp holding it to free your teammate, and they come back with a DOUBLE swatter.
  4. FORMATION — as a bug you sit in the drifting formation, safe and scoring nothing. The formation steers itself; the only thing you control is when your own bugs leave it.
  5. FORMATION — DIVE drops from your column and scores if it reaches the porch. HAUL goes for the defender's swatter instead: slower, telegraphed longer, three hits to stop — but if it gets away the defender is disarmed for four seconds and everybody walks in.
  6. FORMATION — a short table flies MORE THAN ONE BUG EACH, so a small room still puts a real formation over the porch: six bugs between you at two, three or four players — all six flown by one person at two, three each at three, two each at four. Five players and up it is one bug each. Every bug has its own cooldown, and a press sends one of yours: whichever is ready and furthest from the swatter.
  7. FORMATION — no bug can go twice in a row, so the swarm has to time it together. Everything at once overwhelms the defender; one at a time gets picked off.
  8. FORMATION — the defender scores per bug swatted plus a big bonus for holding the round, and has two cans of bug spray for the moment it all comes at once.

Boomerang

1–8 players

Top-down arena brawler — throw, bounce, and catch boomerangs to be the last food standing!

Score kill points to hit the match target and be the last food standing.

  1. Steer your food fighter around the arena with the joystick.
  2. Aim and throw your boomerang to knock out rivals.
  3. Catch it on the way back to arm your next throw.
  4. Grab power-ups and dash to dodge incoming boomerangs.

Rat Race

1–8 players

One chef defends the kitchen. Rats steal all the food. 3 minutes on the clock!

Rats steal the food goal; the lone chef defends it until the buzzer. More rats means a bigger goal.

  1. Rats: grab food and haul it back to your holes; dash to dodge.
  2. Chef: throw utensils to stun rats — even mid-dash now lands a hit.
  3. Chef: PAN SLAM stuns every rat around you at once (cooldown).
  4. Chef: drop MOUSE TRAPS on the floor — limited, but a long stun.
  5. A stunned rat drops its food toward the center, out of easy reach.
  6. Big swarm? A guard cat prowls, chasing whoever's carrying food.

Road Rage

1–4 players · racing, real-time

High-speed multiplayer racing with items and power-ups

Cross the finish line first after three item-fueled laps.

  1. Pick your car, then confirm to hit the grid.
  2. Steer and hold the gas around the track.
  3. Grab item boxes for boosts and weapons.
  4. Fire shells and drop bananas to slow rivals.
  5. Race the laps and take the checkered flag first.

Paddle Royale

1–8 players

Last paddle standing wins. Dynamic polygon arena shrinks as players are eliminated!

Be the last paddle standing as the arena shrinks.

  1. Slide your paddle along your wall to block the ball.
  2. Miss the ball and you lose a life.
  3. Lose all your lives and you're knocked out.
  4. The arena reshapes as rivals fall — outlast everyone.

Sharks & Minnows

1–16 players

The pool classic: the whole shoal crosses together on the whistle while the sharks patrol. Get tagged and you're seaweed — rooted, but still grabby.

Be the last minnow swimming. Everyone crosses together on each SWIM! blast — sharks patrol the middle, and the caught become seaweed that can still tag you.

  1. Rounds are synchronised: on SWIM!, every minnow crosses the SAME way at once.
  2. Reach the far deck and you're HELD there — swim up and down it all you like, but you can't re-enter the water.
  3. The next whistle sends the whole shoal back the other way. Direction alternates every leg.
  4. Dash past sharks in short bursts — watch your stamina ring.
  5. Dawdle on the old deck past the whistle and you're auto-tagged.
  6. Go 3 crossings with nobody caught and KELP BEDS bloom in the channel — they drag minnows to a crawl (sharks swim through free). More kelp every 3 catch-free crossings; it thins out once catches resume.
  7. Tagged? You're seaweed: rooted where caught, but REACH still tags passers.
  8. Playing shark? Every tag is worth 2 points — hunt, don't drift.
  9. Last minnow wins the round — first to the round-win target takes the match.

Tin Tanks

1–8 players

Slow tanks, ricocheting shells, sudden death. Clear escalating missions together — friendly fire is very real.

Destroy every enemy tank in each mission. Survive as deep into the run as the squad can — shared lives, and yes, your shells hurt your friends. Or pick Deathmatch and turn the guns on each other.

  1. Left stick drives your hull; right stick aims the turret.
  2. TAP the aim stick to fire — shells ricochet off walls ONCE, so bank them around corners.
  3. Shells destroy shells: shoot theirs out of the air.
  4. MINE plants a charge: it pops tanks AND blows soft cork walls open.
  5. Co-op: squad wiped = lose a life and retry; every 5 missions earns one back. Deathmatch: most kills when the clock hits zero.

Strategy

The prestige-drama shelf: auctions, economies, hidden information, and tactics — board-game night, minus the setup time and the lost pieces. Your phone keeps your hand and your money private for every player; the TV shows the shared table.

Market Rush

1–8 players · party, strategy, economy

A 5-minute race to build the richest empire — but every business sells into a shared market, so whatever the room piles into stops paying off. Read the ticker, pivot fast, retire richest.

Build the richest empire before the buzzer — most cash wins.

  1. Buy business units to earn cash every cycle.
  2. Hire managers so industries earn hands-free.
  3. Avoid crowded industries — prices crash when the room piles in.
  4. Ride market-event booms for extra cash.
  5. Hold the biggest cash pile when time runs out.

The Exchange

1–8 players · party, strategy, economy

A galactic organ-market day-trading brawl. Five volatile warlords rise and crash on the news — buy in, cash out before the bottom drops, and dodge the wipeouts. Richest broker at the buzzer wins.

Grow the fattest net worth before the buzzer — cash plus the value of your shares.

  1. Buy shares of a warlord you think is about to rise.
  2. Watch the news ticker — it spikes and crashes prices fast.
  3. Sell before the peak — and keep orders small: a big one moves the price against you.
  4. Cash out into buy-order bounties for a guaranteed premium.
  5. Bail before a warlord gets wiped out — those shares go to zero.

Poker

2–8 players

Two tables in one: classic no-limit hold'em, or Party Mode — forehead poker where everyone sees your card but you.

Win the chips. Traditional: best hand at showdown takes the pot. Party Mode: bet blind on your own card — everyone else can see it.

  1. Whoever has the remote picks the mode in the game menu: Traditional Hold'em or Party Mode.
  2. Traditional: two private cards on your phone, five shared cards on the TV.
  3. Party Mode: your card shows on everyone's phone but yours. Read their faces.
  4. Bet with the pad — fold, check, call, or raise. Chips are points.
  5. Biggest stack takes the night.

Check, Please!

1–8 players

Real-time chess: no turns, every piece on a cooldown. Capture the king!

Capture the enemy KING. No turns — all pieces move at once, then cool down.

  1. You own a few of your team's pieces — they glow on your phone.
  2. Tap a ready piece, tap a destination. It glides there in real time.
  3. Pieces move like classic chess, but there's no check — protect your king by force.
  4. Moved pieces recharge for a few seconds. Time your strikes with your team!

Territorial

1–6 players · strategy, trading, board-game

Build settlements, trade resources, and race to 10 victory points in this classic strategy game!

Be first to reach the target victory points by building up your island.

  1. Build settlements and roads to claim spots on the island.
  2. Roll the dice each turn to harvest resources from your tiles.
  3. Trade resources with rivals or the bank to get what you need.
  4. Upgrade to cities and buy cards to rack up victory points.

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